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The Witch
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## Witch Standing on a stool, a gruff dwarf reaches for licorice root, mint, and horehound, his face tight with worry, his pestle already full of slippery elmsbark and wild honey. Climbing done, he combines the ingredients with careful precision, closing his eyes as he mutters an ancient ritual causing the mixture to glow. Grabbing his cloak, he hurries out of his hut with a precious bottle in his hand hoping it would be enough. In the light of a fire, an elf focuses on a piece of hair, carefully constructing a doll that strangely resembled the spy their party had been seeking for the last three months. He pulls out a gem-encrusted dagger, and shoves it into the doll's head. Whether fair or foul, witches are able to draw from the ley lines of the weave and call upon the spirits of the dead, crafting spells and generating magical effects the most daring of wizards could not even dream of. ### The Soulsong Able to access the old ley lines of the weave, witches are intimately connected to the very essence of magic itself. These lines stretch from objects to creators, from natural wonders to metropolitan cities, and even connect the living to the dead the precede them. The lines are constantly in a state of vibration, and it is through this vibration that an ancient form of magic itself, the Soulsong, is possible. Witches in their secret arts cling to knowledge of their dead predecessors in order to play this Soulsong. Each coven typically holds close to their own set of ancient rituals, practices, secrets, and even recipes passed down from generation to generation. ### Feared and Revered Whether meticulously trained by a coven in the way of the Soulsong or acting from instinct alone, a witch has a wide array of spells from which they can draw almost intuitively. Practice and caution often leads them to be extremely selective of the spells they chose to wield, meditating in silence in careful deliberation over their spells. They know all too well the power that lies upon their lips and the great potential they have to use this power for good or ill. It is not for nothing that a witch is so widely revered and feared. It is often the witch that a community will first turn to in times of trouble, but a witch must be careful for cries of thanks can just as quickly turned into jeers of a crowd calling for torches. It is not uncommon for a witch to choose solitude for this reason and a witch's trust, when earned, is a powerful thing. ### Creating a Witch Blessed with ability to draw magic within the very fabric of the world itself, witches are often instinctive casters whose abilities have been refined through years of practice or the careful teachings of a mentor, whose coven they often, but not always, adopt as their own. For a witch, tradition can hold the same weight as instinct and either is to be ignored at great peril. How a witch discovered and was trained in these arcane arts is one of their most the most crucial aspects. \columnbreak Were they born with this power? Did they discover it later in life or were they converted to this practice? Were they carefully trained by a specific mentor or coven? Did they perfect its use through a combination of practice, instinct, or trial and error? You may also want to consider the amount of influence your character's coven has on their lives. Is it a close knit organization with clear goals? Or a loose band that gathers intermittently? Or is it a solitary mentor figure that inducted them? #### Quick Build You can make a Witch quickly by following these suggestions. Firstly, make Intelligence your highest stat, followed by Constitution. Second, choose the outlander background. Third, choose the *blind spot*
Witch
, *chill touch*, and *minor illusion* cantrips. \pagebreakNum
**———Spell Slots per Spell Level———**
##### Witch | Level | Proficiency
Bonus | Features | Cantrips Known | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | |:---:|:---:|:---|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:| | 1st | +2 | Spellcasting, Witch Coven | 3 | 2 | — | — | — | — | — | — | — | — | | 2nd | +2 | Jinx | 3 | 3 | — | — | — | — | — | — | — | — | | 3rd | +2 | Witch's Brew | 3 | 4 | 2 | — | — | — | — | — | — | — | | 4th | +3 | Ability Score Improvement| 4 | 4 | 3 | — | — | — | — | — | — | — | | 5th | +3 | Improved Jinx | 4 | 4 | 3 | 2 | — | — | — | — | — | — | | 6th | +3 | Coven Feature | 4 | 4 | 3 | 3 | — | — | — | — | — | — | | 7th | +3 | ─ | 4 | 4 | 3 | 3 | 1 | — | — | — | — | — | | 8th | +3 |Ability Score Improvement, Witching Hour | 4 | 4 | 3 | 3 | 2 | — | — | — | — | — | | 9th | +4 | ─ | 4 | 4 | 3 | 3 | 3 | 1 | — | — | — | — | | 10th | +4 | Voodoo Doll| 5 | 4 | 3 | 3 | 3 | 2 | — | — | — | — | | 11th | +4 | ─ | 5 | 4 | 3 | 3 | 3 | 2 | 1 | — | — | — | | 12th | +4 | Ability Score Improvement| 5 | 4 | 3 | 3 | 3 | 2 | 1 | — | — | — | | 13th | +5 | ─ | 5 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | — | — | | 14th | +5 | Coven Feature | 5 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | — | — | | 15th | +5 | ─ | 5 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | — | | 16th | +5 | Ability Score Improvement | 5 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | — | | 17th | +6 | ─ | 5 | 4 | 3 | 3 | 3 | 3 | 1 | 1 | 1 | 1 | | 18th | +6 | Coven Feature| 5 | 4 | 3 | 3 | 3 | 3 | 1 | 1 | 1 | 1 | | 19th | +6 | Ability Score Improvement| 5 | 4 | 3 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | | 20th | +6 |Eyes of the Witch| 5 | 4 | 3 | 3 | 3 | 3 | 2 | 2 | 1 | 1 |
## Class Features As a witch, you gain the following class features. #### Hit Points ___ - **Hit Dice:** 1d6 per witch level - **Hit Points at 1st Level:** 6 + your Constitution Modifier - **Hit Points at Higher Levels:** 1d6 (or 4) + your Constitution modifier per witch level after 1st #### Proficiencies ___ - **Armor:** Light armor - **Weapons:** Simple weapons, blowguns - **Tools:** Alchemist's tools, herbalism kit - **Saving Throws:** Constitution, Intelligence - **Skills:** Choose two from Animal Handling, Arcana, Deception, History, Medicine, Nature, Religion, or Survival \columnbreak #### Equipment You start with the following equipment, in addition to the equipment granted by your background: - *(a)* a light crossbow and 20 bolts or *(b)* a blowgun and 20 needles - *(a)* [an athame
Witch
](#p16), *(b)* an arcane focus, or *(c)* a component pouch - *(a)* a scholar's pack or *(b)* an explorer's pack - leather armor, any simple weapon, a set of alchemist's tools, an herbalism kit, and a dagger Alternatively, you may start with 4d4 × 10 gp to buy your own equipment. \pagebreakNum ### Spellcasting As a practitioner of the Old Ways, you can commune with the ley lines of the Weave connecting all things together to draw power from. See Chapter 10 of the Player's Handbook for general rules of spellcasting, and Appendix A of this document for the Witch Spell List. #### Cantrips At 1st level, you know three cantrips of your choice from the witch spell list. You learn additional witch cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Witch table. #### Preparing and Casting Spells The Witch table shows how many spell slots you have to cast your witch spells of 1st level and higher. To cast one of these witch spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest. You prepare the list of witch spells that are available for you to cast, choosing from the witch spell list. When you do so, choose a number of witch spells equal to your Intelligence modifier + your witch level (minimum of one spell). The spells must be of a level for which you have spell slots. For example, if you are a 3rd-level witch, you have four 1st-level and two 2nd-level spell slots. With an Intelligence of 16, your list of prepared spells can include six spells of 1st or 2nd level, in any combination. If you prepare the 1st-level spell *cure wounds*, you can cast it using a 1st-level or 2nd-level slot. Casting the spell doesn't remove it from your list of prepared spells. You can also change your list of prepared spells when you finish a long rest. Preparing a new list of witch spells requires time spent in meditation: at least 1 minute per spell level for each spell on your list. #### Spellcasting Ability Intelligence is your spellcasting ability for your witch spells, since your magic relies on knowing the intricacies of alchemy and the memorization of ancient ritual. You use your Intelligence whenever a spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a witch spell you cast and when making an attack roll with one.
**Spell Save DC** =
8 + your proficiency bonus +
your Intelligence modifier
**Spell attack modifier** =
your proficiency bonus +
your Intelligence modifier
#### Ritual Casting You can cast a witch spell as a ritual if it has the ritual tag, and you have the spell prepared. #### Spellcasting Focus You can use an arcane focus (found in Chapter 5 of the PHB) as a spellcasting focus for your witch spells. You can also use an athame, a special type of dagger found in Appendix C that witches craft for spellcasting. \columnbreak ### Witch Coven At 1st level, you have mastered the basics of witchcraft and are ready to specialize. Choose a Coven from the [Coven of the Athame](#p6), [Coven of the Cauldron](#p7), [Coven of Fortunes](#p8), [Coven of the Medium](#p9), [Coven of the Night](#p10), [Coven of the Shaman](#p11), and [Coven of the Wilds](#p12). Your choice grants you features at 1st level, and again at 6th, 10th, 14th, and 18th level. Those features include Coven spells. #### Coven Spells Each coven has a list of spells—its coven spells—that you gain at the witch levels noted in the coven description. Once you gain a coven spell, you always have it prepared, and it doesn't count against the number of spells you can prepare each day. If your Coven Spells feature gives you a cantrip, the cantrip counts as a Witch cantrip for you but does not count against your number of cantrips known. If you have a coven spell that doesn't appear on the witch spell list, the spell is nonetheless a witch spell for you. ### Jinx At 2nd level, you learn to harness the power to bestow a minor curse on someone. As a bonus action, you can choose one creature you can see within 90 feet of you. Choose one ability. The target has disadvantage on skill checks made with the chosen ability. You can maintain this jinx for a number of hours equal to your Witch level. The effect ends if you fall unconscious, use it on another target, or dismiss it as a bonus action. Additionally, the target is cursed with ill fortune for the duration. When you dismiss the jinx or when you or an ally critically hit the target of your jinx with an attack roll, you can choose to roll on the Jinx Fumbles table. Once a creature suffers from a fumble, the jinx on it ends. #### Jinx Fumbles | d6 | Effect | |:-:|:---| | 1 | The target drops one object they are holding, and takes slashing, piercing, or bludgeoning damage equal to your Witch level. The DM decides the damage type based on the object they drop. | | 2 | The target loses its footing and falls prone, taking bludgeoning damage equal to your Witch level. | | 3 | Something falls in the target's eye, blinding it until the start of its next turn. The target also takes psychic damage equal to your Witch level. | | 4 | The target becomes enfeebled. Until the end of its next turn, the target deals only half damage with weapon attacks that use Strength. | | 5 | The target suffers from a sudden bout of nausea, and takes poison damage equal to your Witch level and becomes poisoned until the start of your next turn. | | 6 | A nearby object impacts the target, and it takes bludgeoning damage equal to your Witch level. | In addition, your Jinx becomes more powerful as you increase in level. Starting at 7th level, you roll twice on the Jinx Fumbles table when you trigger a fumble, and you choose which of the rolled effects occurs. If you roll the same number on both dice, you can ignore the number and choose any effect on the table. \pagebreakNum You can use this feature a number of times equal to your Intelligence modifier (minimum once). You regain all uses of this feature when you finish a short or long rest. ### Witch's Brew Starting at 3rd level, you learn the craft of brewing potions, which has been passed down from witch to witch from time immemorial. You can create magical elixirs in a simple vial, imbuing it with the power of one of your spells. For each elixir, you must spend 10 minutes gathering herbs and distilling the elixir with alchemist's supplies, and cast the spell as normal. The spell must have a range of self or touch, must have a casting time of 1 action, bonus action, or reaction, and must be of 1st- to 5th-level witch spell that you have prepared. As an action, a creature can drink the elixir or administer it to another creature. When a creature drinks the elixir, it becomes the target of the spell contained within the elixir. If the spell requires concentration, the creature must maintain concentration. An elixir retains its potency until you recover the spell slot used to create it. You can choose to not recover a spell slot used to create an elixir if for any reason you would recover the spell slot used to create it, such as by completing a long rest. ### Ability Score Improvement When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature. ### Improved Jinx Beginning at 5th level, your powers of jinxing have improved considerably through practice. When you target a creature with your Jinx feature, the creature has disadvantage on the first saving throw it makes after being jinxed. Further, if you damage the target of your jinx, you can use a bonus action to cause it to have disadvantage on their next saving throw. ### Witching Hour Beginning at 8th level, you can draw on the power of the night in a special ritual to further empower yourself. At the darkest hour of the night, for one hour, you can cast a number of spells and create a number of elixirs. The spells and elixirs can have a combined spell slot level equal to your proficiency bonus. These spells or elixirs do not cost spell slots to cast or create respectively, and do not interrupt a long rest. Elixirs created during this time last until the next Witching Hour. \columnbreak ### Voodoo Doll At 10th level, you master the secret arts of sympathetic magic. Over the course of a long rest, you can fashion a doll facsimile of a target you have a body part from, such as a lock of hair, a vial of blood, or a fingernail. This body part is destroyed when the doll is created. The doll is an object with an AC of 10, 5 hitpoints, immunity to poison and psychic damage, the poisoned condition, and has vulnerability to fire damage. When you cast a spell with a range of touch, if you have the doll in hand, you can instead cast the spell on the target so long as you are on the same plane of existence as the creature. The doll cannot be used again in this way until you have completed a long rest. After the third use of this feature, the doll is destroyed, without harming the target. If the doll is reduced to 0 hitpoints, it is destroyed, and the target must succeed on a Wisdom saving throw against your witch spell save DC or take 8d10 psychic damage. Additionally, you can communicate telepathically with the target as an action while you are holding the doll. The doll counts as a body part of the target for the purposes of spells like *dream* or *scrying*. If you create a doll while another doll is still active, the first doll is destroyed without harming its target. ### Eyes of the Witch At 20th level, your eyes have been forever opened to seeing the innate connections in the weave and between all creatures. You gain the following benefits: - You can read all writing. - When you see a spell being cast, you automatically know what spell it is and the level it is cast at. - You can see the true form of a shapechanger or being disguised or concealed by magic while it is within 30 feet of you.
\pagebreakNum ## Covens Witches have differing focuses for how they apply their power. Some use Voodoo, twisting the lines' interactions between all things in a form of magic common to sympathy. Some brew more advanced potions or serve as guardians of nature to harness the lines found naturally. Yet others practice forbidden arts to play darker chords long forgotten to all but themselves, drawing power from within to strike at their enemies. ### Coven of the Athame The sacrificial knife used by many witches to prepare ingredients and spell components for use in magic is still a capable blade in the right hands. Witches of the Coven of the Athame learn to empower these blades for close quarters combat, weaving spells into their strikes and hiding in plain sight of their target. #### Coven Spells You gain coven spells at the witch levels listed. ##### Coven of the Athame Spells | Witch Level | Spells | |:---:|:-----------| | 1st | *absorb elements*
XGE
, *mage armor* | | 3rd | *misty step*, *mirror image* | | 5th | *blink*, *vampiric touch* | | 7th | *fire shield*, *greater invisibility*| | 9th | *far step*, *steel wind strike* | > ##### SRD Replacement > Players who wish to play this class without access to Xanathar's Guide to Everything gain *Karali's Ward* instead of *absorb elements*. #### Strike from the Shadows The potency of magic used to enhance your skill in melee combat are a focus of yours. You learn the *blind spot* cantrip, which counts as a witch cantrip for you but does not count against your number of witch cantrips known. If you already know the *blind spot* cantrip, you instead learn another Witch cantrip of your choice. When you cast *blind spot*, you can cast the spell as a bonus action, instead of an action. Additionally, you can target a number of creatures equal to your intelligence modifier (minimum 1) with it that are within range. #### Empowered Athame Knowledgable in the art of blade and spell, you've become extremely competent at wielding your athame as a weapon of battle. Once per turn when you attack with your athame as part of the attack action, it deals an extra number of damage dice equal to your proficiency bonus. In addition, at 2nd level, when you hit with your athame, you can cast one of your cantrips on the target as part of the same attack action. The cantrip must have a casting time of one action and require the target to succeed on a saving throw. If the cantrip normally would affect multiple targets, when you cast it in this way the cantrip only affects the target you hit with your athame attack. #### Vexing Strike Beginning at 6th level, you have learned to utilize your athame's magic to weaken enemies. Once per turn when you hit an enemy with a melee attack, you can reduce the target's armor class by 1d4 until the start of your next turn. When you use this feature against the target of your Jinx feature, the target's armor class is instead reduced by 1d6. In addition, your jinx makes it easier to weave magic into the blade of your athame. When you take the attack action and hit the target of your jinx, you can cast a spell of first level or higherthat requires a saving throw on the target of your attack as part of the attack action. When you cast a spell in this way, it targets only the creature you hit with the athame, regardless of its area of effect. #### Ritual of Confluence At 14th level, you have learned to harness the power of your Witching Hour feature at any time of day to create a Battle Trance. You can perform a 1 minute ritual at any time of day to activate your Witching Hour. When you activate it, choose any number of willing creatures within 15 feet of you. For the duration of the Witching Hour, those creatures gain the following benefits: - ***Synchronized Tactics.*** A target has Advantage on attack rolls against a creature if at least one other target of this feature is within 5 feet of the creature and the other target doesn't have the Incapacitated condition. - ***Empowered casting.*** A target with the Spellcasting or Pact Magic features can cast a spell of 1st level or higher as an action even if that target has cast a spell this turn as a bonus action. - ***One Mind.*** All targets of this feature share a telepathic bond with one another for the duration. Targets can speak to one another telepathically, regardless of language, as long as they can see one another and are within 60 feet of the target they wish to speak to. #### Coup de Grace At 18th level, your athame's strike intertwines with your jinx to maximize pain to those you designate. When you make a weapon attack against the target of your jinx, the attack roll has advantage if the target has half their hit points or less and is automatically a crit if the attack hits. \pagebreakNum
### Coven of the Cauldron Adherents of the Coven of the Cauldron are witches that focus mostly on the arts of potioncraft, weaving the ley lines around in alchemical solutions. Alchemists, Herbalists, healers and poisoners alike flock to this coven. Some places welcome Cauldron Witches with open arms because of their willingness to craft helpful elixirs to peddle. Others detest the practitioners, blaming them for any number of vexes upon a city. #### Coven Spells You gain coven spells at the witch levels listed. ##### Coven of the Cauldron Spells | Witch Level | Spells | |:---:|:-----------| | 1st | *cure wounds*, *Tasha's caustic brew*
TCE
| | 3rd | *alter self*, *enlarge/reduce* | | 5th | *gaseous form*, *haste* | | 7th | *control water*, *fabricate*| | 9th | *greater restoration*, *skill empowerment*
XGE
| #### Bonus Proficiencies Well versed in the techniques of potion brewing, you have a natural talent for crafting alchemical salves and various poisons. You gain proficiency with poisoner's kits. Additionally, choose one from poisoner's kits, alchemists' tools, or an herbalism kit. You double your proficiency bonus for checks involving this tool. #### Efficient Consumption Also at 1st level, you gain the ability to drink and administer serums more quickly. You can use a bonus action, rather than an action, to drink an elixir, or administer an elixir or potion to a willing or unconscious creature. In addition, you gain the maximum number of hit points from a potion or elixir that you drink which restores hit points, instead of rolling. #### Arcane Distillation Beginning at 6th level, you can expend additional power to make elixirs. When you craft an elixir using your Witch's Brew feature over the course of a long rest, you can choose to not use a spell slot when casting a spell into an elixir. You can create a number of these elixirs with a combined spell slot level equal to half your witch level. These elixirs retain their potency until you finish a long rest. Additionally, you can create elixirs from witch spells regardless of range. If the range of the spell is not self or touch, the spell is cast as close to the drinker of the elixir as possible, in a direction of the drinker's choice if applicable. #### Restorative Elixir Also starting at 6th level, you can recover some magic used in your elixirs. When you consume an elixir of 2nd level or higher, you can recover an expended spell slot of one level lower than the level of the spell cast by the elixir. #### Elixir of Life At 14th level, you have perfected a brew that grants you additional longevity and protects against harmful effects. You gain immunity to poison damage and the poisoned condition. Additionally, your lifespan is slowed; for every 10 years that pass, your body ages only 1 year. #### Improved Distillation At 18th level, you have achieved a level of tolerance over brewed things, and your body has physiologically changed to become more receptive of potions. Your maximum hit point total cannot be lowered by any means. In addition, your brews have become more potent. The duration of any spells produced by your elixirs is doubled. \pagebreakNum ### Coven of Fortunes Adherents of the Coven of Fortunes are traditionally seers or sybils, knowers of things that were, are, and could be. Some claim to be oracles, others hide as minor fortune tellers for hire. Members of this coven, however, don't see the exact future with their prescience - merely the possible futures, and which possibility the threads of fate seem to twist most toward. #### Coven Spells You gain coven spells at the witch levels listed. ##### Coven of Fortunes Spells | Witch Level | Spells | |:---:|:-----------| | 1st | *bless*, *bane* | | 3rd | *augury*, *detect thoughts* | | 5th | *clairvoyance*, *nondetection* | | 7th | *arcane eye*, *divination*| | 9th | *contact other plane*, *scrying* | #### Empathy Beginning at 1st level, you have learned to harness the powers of your craft to sense the prevalent emotional state of creatures around you. As an action, you can focus your senses on one humanoid creature within 10 feet of you. You instantly learn the target's prevalent emotion, whether it is love, anger, pain, fear, calm, or something else. If the target is immune to the charmed condition, you have an unclear reading. #### Precognition Also beginning at 1st level, you gain the ability to temporarily see a few seconds into the future. You can add your proficiency bonus to initiative rolls. In addition, as a reaction when an ally that can hear you within 60 feet of you is the target of an attack or is forced to make a Dexterity saving throw, you can call out a warning to it. The target gains the effects of the Dodge action against the triggering attack or saving throw. #### Fortune's Bend At 6th level, you have mastered the ability to look into the chaos of possibility to see the unfolding of fate around you as it occurs and magically shift it. You can alter fate as a reaction in one of two ways depending on if a creature fails or succeeds on an attack roll, skill check, or saving throw: * If you or another creature within 30 feet of you fails a skill check, attack roll, or saving throw against a target of your Jinx feature, you can force the creature to re-roll and add 1d8 to the result. * If a target of your Jinx feature within 30 feet of you passes a skill check, attack roll, or saving throw, you can force the creature to re-roll and subtract 1d8 from the result. You can use this feature a number of times equal to your proficiency bonus. You regain all uses of this feature when you complete a long rest. \columnbreak
#### Vision Seeker At 14th level, you've learned to use your sight over reality to look into the past. By focusing on an object over the course of one hour, you can learn of any significant events that occurred within 20 feet of the object within the past 12 hours. You can see and hear such events unfold from the point of view of the object itself, but cannot use any other senses or interact with the environment of the vision. #### Master of Fate At 18th level, you have learned to hone your powers in order to hold mastery over fate itself. While you are conscious, you are immune to the surprised and frightened conditions. In addition, you can harness your own bad fortune in order to project it back onto others. Whenever you roll a 1 on an attack roll, an ability check, or a saving throw, you can choose to reroll the d20 and use the new roll. When you do so, you regain one use of your Fortune's Bend feature.
\pagebreakNum ### Coven of the Medium The speakers of those who are already dead, the intermediaries, the guardians of the veil, mediums stand in the gap between the living and the dead. It is a rare witch that possesses this ability, as they most first be touched by death themselves (near death experience, loss of a lover's one, meeting an avatar of death, etc) before their gifts are awoken. What they then do with this gift varies greatly. Some simply wish to help the grieving by communicating with the dead. Some seek to help the undead into the beyond. Still others are drawn towards darker, even necromantic, intents. #### Coven Spells You gain coven spells at the witch levels listed. ##### Coven of the Medium Spells | Witch Level | Spells | |:---:|:-----------| | 1st | *false life*, *protection from evil and good* | | 3rd | *gentle repose*, *ray of enfeeblement* | | 5th | *magic circle*, *speak with dead*| | 7th | *banishment*, *Mordenkainen's faithful hound*| | 9th | *contact other plane*, *hallow* | #### Spirit's Eye At 1st level, in order to awaken your gifts, you had a very close and personal experiences with death that has left you forever changed. As a result of this, you can sense the presence of the dead. As an action, you can open up your awareness to detect any undead within 60 feet of you until the start of your next turn. You know its type (undead) but not its identity (the vampire Count Strahd von Zarovich, for instance). #### Ghost Whisperer Also at 1st level, you learn to avoid agitating the dead or making your presence obvious. When an Undead creature is aware of your presence, it percieves you as also undead and friendly unless you attack it or its allies, cast a spell on it or its allies causes them to take damage or make a saving throw, or the creature takes an action to investigate you, making an Intelligence (Investigation) check against your Witch spell save. #### Ghostly Counsel At 6th level, your connection to the dead enables you to communicate with them with more efficacy. When you cast *speak with dead*, the spirit must make a Charisma saving throw against your spell save DC. On a success, the spell continues as normal. On a failure, however, the spirit is compelled to answer your questions truthfully, to the best of its knowledge. In addition, when you complete a short rest, you can commune with local spirits. You perform a seance and conjure forth a spirit of the dead to whisper counsel to you. For the next hour, you gain one of the following benefits: - You gain advantage on Intelligence (Arcana), Intelligence (History), Intelligence (Investigation), and Intelligence (Religion) checks, as the spirit whispers vague hints and portents to you. - The target of your Jinx feature maintains disadvantage on saving throws until it passes a saving throw against a spell or feature of yours, instead of just the first saving throw after being jinxed. #### Spirit Doll Beginning at 14th level, you learn to channel souls through the art of voodoo. You can now have a number of dolls from your Voodoo Doll feature equal to your Intelligence modifier (minimum 1) active at a time. In addition, you can channel an undead spirit into the doll to bind it temporarily to the mortal plane to do your bidding. As an action when holding a Voodoo Doll, you can cause the doll to animate and a ghostly figure to form around it. This figure is a Medium undead, but otherwise shares the ability scores, proficiencies, armor class, appearance (though it appears semitransparent), and any special senses of the target of the Voodoo Doll. In addition, the figure can move through other creatures and objects as if they were difficult terrain. It takes 1d10 force damage if it ends its turn inside an object. The figure acts on your initiative and obeys your commands (no action required). The figure can take actions and make attacks, however it loses any legendary actions or lair actions it normally has and only has a number of hit points equal to your own. It can also attack by casting a Witch cantrip you know, using your spell attack bonus and spell save DC. The figure remains animated for 10 minutes, or until you dismiss it as an action. Once you have used a doll in this way, it is destroyed without harming the target. You can only have a number of spirit dolls active at one time equal to half your proficiency bonus. #### Ethereal Ward At the 18th level, you can partially pull yourself and your allies into the ethereal plane to protect them. As an action, you and up to six willing creatures of your choice within 30 feet of you fade into the border ethereal for up to one minute, or until you lose concentration, as though concentrating on a spell. While there, a creature can see the material plane and the ethereal plane simultaneously, can move through creatures as though they were difficult terrain, taking 5 (1d10) Force damage if they end their turn inside an object or another creature. While faded in this way, creatures are also resistant to all damage. Once you have used this feature, you cannot do so again until you finish a long rest, or expend a spell slot of 6th level or higher to use this feature again. \pagebreakNum
### Coven of the Night Adherents of the Coven of Night are the witches most likely to conceal their magical nature. These witches specialize in cursing targets, sowing discord and exploiting the masses. Witches of this coven learn to harness their own shadows to serve their purposes, and are masters at misdirection. #### Coven Spells You gain coven spells at the witch levels listed. ##### Coven of the Night Spells | Witch Level | Spells | |:---:|:-----------| | 1st | *dissonant whispers*, *inflict wounds* | | 3rd | *darkness*, *invisibility* | | 5th | *bestow curse*, *fear* | | 7th | *blight*, *confusion*| | 9th | *contagion*, *geas* | #### Night's Embrace Beginning at 1st level, you have gained powers of the night from your craft. You gain darkvision out to 60 feet, if you do not already possess it. If you already have darkvision, its range is instead extended by 30 feet. #### Loyal Shadow Also at 1st level, you have learned to animate your shadow into a loyal servant that obeys your commands. As a bonus action, you can cause your shadow to be separate from yourself, and take on a more corporeal form. Your shadow remains separate until you use a bonus action to cause it to re-merge with you, or you are separated by a distance of more than 1 mile. While it is separated, you do not cast a shadow. Your shadow has hit points equal to 3 × your witch level. It shares your ability scores, proficiencies, and darkvision. Also, while your shadow is corporal, you can command it to move and take actions as per the *unseen servant* spell. As a reaction when you are hit by an attack while the shadow is corporeal, you can cause the shadow to block for you if it is within 5 feet of you. The shadow instead becomes the target of the attack. If your shadow is reduced to 0 hit points, it disappears, and you no longer cast a shadow or gain any benefits of this feature until you complete a short or long rest. At the end of each short or long rest, the shadow regains any of its lost hit points. \columnbreak #### Shadow's Jinx Beginning at 6th level, your ability to jinx creatures has enhanced to be more potent. As an action when you jinx a target, you can animate the target's shadow and bind it to your will. You can command the shadow to do the following to the target: - ***Strangle.*** The shadow wraps around your target, binding it in place. The target must succeed on a Strength saving throw against your witch spell save DC or be restrained. It can repeat the saving throw as an action on its turn, ending the condition on a success. Creatures that are Large or larger have advantage on this saving throw. - ***Blind.*** The shadow blocks the vision of your target. The target must succeed on a Constitution saving throw against your witch spell save DC or be blinded. It can repeat the saving throw as an action on its turn, ending the condition on a success. - ***Menace.*** The shadow moves of its own accord in a strange manner, haunting the target's thoughts. The target must succeed on a Wisdom saving throw against your witch spell save DC or be frightened of their shadow. It can repeat the saving throw as an action on its turn, ending the condition on a success. When the target succeeds on a saving throw against this feature, you cannot use this feature again until you use your Jinx feature again. #### Curse Reflector Beginning at 14th level, you learn how to reflect harmful status effects back onto the target of your jinx. As a reaction when you fail a saving throw against a spell that applies the blinded, deafened, exhaustion, frightened, incapacitated, paralyzed, petrified, poisoned, or stunned condition to you, you can force the target of your jinx to make a Wisdom saving throw against your witch spell save DC. On a failure, the creature has the same condition applied to it for as long as you have the condition. #### Dark Dominion At 18th level, your shadow is able to take over a host and control them to obey your commands. If you have a doll on your person from your Voodoo Doll feature, you can as an action direct your shadow to possess the doll and control the target of your voodoo doll. The target must make a Charisma saving throw against your witch spell save DC. On a success, the doll is destroyed harmlessly, and the target is immune to the effects of this feature for 24 hours. On a failure, your shadow dominates the mind of the target, and it obeys your every command to the letter so long as you have possession of the doll, or until a *remove curse* or a *dispel evil and good* spell is cast on the target. Every 7 days, the target can repeat the Charisma saving throw, ending the effect on a success. \pagebreakNum ### Coven of the Shaman In many cultures throughout the universe, organized religions have a minor presence in outlaying villages. In such places, a local wise man or woman might step up to serve as the community's healer and guide. Where such people are also adept witches, they are part of the Coven of the Shaman. Adherents of this coven have an affinity for defensive and healing magic and often an intrinsic protective nature. #### Coven Spells You gain coven spells at the witch levels listed. ##### Coven of the Shaman Spells | Witch Level | Spells | |:---:|:-----------| | 1st | *guidance*, *resistance*, *command*, *detect poison and disease* | | 3rd | *aid*, *lesser restoration* | | 5th | *aura of vitality*, *protection from energy* | | 7th | *death ward*, *hallucinatory terrain*| | 9th | *greater restoration*, *raise dead* | #### Doctor's Mask At 1st level, in order to interact with your trade best, you have crafted a mask to hide your face from supernatural forces. You gain proficiency in either a disguise kit or woodcarver tools to craft your mask. While wearing this mask, you have advantage on saving throws against being charmed, frightened, or possessed. In addition, you gain proficiency in the Medicine skill. If you are already proficient in Medicine, you gain another skill proficiency of your choice. #### Minor Totem Also starting at 1st level, you learn to create a minor totem, which takes the form of a wooden, stone, or metal charm that a creature can wear or carry on their person. You can create these totems over the ocurse of a long rest, and have a number of them active equal to your Intelligence modifier (minimum 1). If you create an additional totem beyond this limit, the first one you created turns to ash. When a creature wearing a totem you have created makes a skill check or saving throw within 30 feet of you, you can cast *guidance* or *resistance* as a reaction on that creature, ignoring the spell's normal casting range. \columnbreak #### Protective Jinx Beginning at 6th level, you have learned to apply a jinx defensively, to protect yourself and your allies from harm. You can now target yourself or an ally defensively with your Jinx feature. When you use your Jinx feature in this way, the target does not suffer from disadvantage on an ability check, saving throws, or from Jinx Fumbles. Creatures that target the jinxed target with a spell or weapon attack that you can see within 90 feet of you have disadvantage to hit the jinxed target, and if their attack misses they suffer from a fumble on the Jinx Fumble table. Finally, when you cast a spell of 1st level or higher, the target of your Protective Jinx gains regains hit points equal to the spell slot level plus your Intelligence modifier. When used in this way, your Jinx feature lasts for the same duration as a normal use of Jinx. This Protective Jinx ends if you use your Jinx feature or Protective Jinx feature again. #### Dollmaker's Totem At 14th level, you have learned to fully master the art of protective magic using a form of sympathy. You can now have a number of dolls from your Voodoo Doll feature equal to your Intelligence Modifier (minimum 1) active at a time. In addition, you can use these dolls to provide enhanced benefits to your allies. A creature you have a voodoo doll of can benefit from your Minor Totem feature as long as you can see them making the check or saving throw and are on the same plane of existence and have the voodoo doll of them. Additionally, you can expend any number of uses of your Jinx feature to activate Protective Jinx on the same number of your allies that you have a voodoo doll of active. #### Totemic Resurrection At 18th level, your magic can anchor souls to the mortal coil and restore them before death can take them. As an action, you can target one unstable and unconscious creature within 60 feet of you, or one body of a creature that has died within the last minute. If you have a voodoo doll of the creature, you stabilize the creature and the doll begins to glow with an ethereal energy for one minute. While the doll is glowing, you concentrate as though concentrating on a spell. If you maintain your concentration for the full minute, the target wakes up or is resurrected with the benefits of a long rest. Once you have used this feature, you gain 1d4 levels of exhaustion and cannot use this ability again until you finish a long rest. \pagebreakNum ### Coven of the Wilds Adherents of the Coven of the Wilds, much like their Druid counterparts, practice the arts of the Old Religion, and serve as guardians of nature and life. Witches of this coven are rarely without their familiars, and usually prefer an otherwise solitary existence out in the wilds; though a number of them have been known to live among others in society. #### Coven Spells You gain coven spells at the witch levels listed. ##### Coven of the Wilds Spells | Witch Level | Spells | |:---:|:-----------| | 1st | *animal friendship*, *find familiar* | | 3rd | *barkskin*, *[find greater familiar](#p14)*
Hunter
| | 5th | *conjure animals*, *plant growth* | | 7th | *conjure woodland beings*, *polymorph*| | 9th | *awaken*, *commune with nature* | #### Witch's Familiar Beginning at 1st level, your bond with your familiar has increased greatly. At the end of each long rest, if you have a familiar from either the *find familiar* or *find greater familiar* spells, the familiar gains temporary hit points equal to 3 × your witch level. In addition, if you cast a spell to summon a familiar, it does not require material components. Finally, at 3rd level, you can have a familiar from both the *find familiar* and *find greater familiar* spells active simultaneously. #### Woodland Magics Also at 1st level, you are more in tune with the natural world than most, and you gain a degree of minor magics from the woodlands you find so enthralling. You learn one cantrip from the druid spell list. This cantrip counts as a witch cantrip for you, and does not count toward your number of cantrips known. Additionally, you can cast *speak with animals* at will, without expending a spell slot. #### Synchronized Spirit At 6th level, your deepened connection with your familiar allows you to merge with its form. As a bonus action when you are within 5 feet of your familiar from either the *find familiar* or *find greater familiar* spells, you can merge with your familiar's form. You can unmerge with your familiar by using an action or bonus action on your turn. You automatically unmerge if you fall unconscious, drop to 0 hit points, or die, or if your familiar is dismissed or drops to 0 hit points. When you unmerge, you appear in an unoccupied space within 5 feet of your familiar, or in the space it occupied if it was dismissed or dropped to 0 hit points. While merged, the following rules apply: - Your body disappears, and your mind takes over the body of your familiar. Your game statistics are replaced by the statistics of your familiar, but you retain your alignment, personality, and Intelligence, Wisdom, and Charisma scores. You also retain all of your skill and saving throw proficiencies, in addition to gaining those of your familiar. If your familiar has the same proficiency as you and the bonus in its stat block is higher than yours, use your familiar's bonus instead of yours. If your familiar has any legendary or lair actions, you can't use them. - When you merge with your familiar, it becomes incapacitated and you assume its hit points and Hit Dice. While merged, you have resistance to all damage, and each time you take damage while merged, your normal form takes the same amount of damage. If you are concentrating on a spell, you only need to make a saving throw to maintain concentration against the damage that your normal form takes. - Your ability to speak or take any action that requires hands is limited to the capabilities of your familiar, and you can't cast spells. - You retain the benefit of any features from your class, race, or other source and can use them if your familiar is physically capable of doing so. However, you can't use any of your special senses, such as darkvision, unless your familiar also has that sense. - You choose whether your equipment falls to the ground in your space, merges into your familiar, or is worn by it. Worn equipment functions as normal, but the DM decides whether it is practical for the new form to wear a piece of equipment, based on the creature's shape and size. Your equipment doesn't change size or shape to match the familiar, and any equipment that the familiar can't wear must either fall to the ground or merge with it. Equipment that merges with your familiar has no effect until you unmerge. #### Entwined Spirits At 14th level, your familiar's bond to you has grown stronger. While your familiar is within 100 feet of you, you always see through its eyes and hear what it hears, in addition to your own senses. In addition, you can store magical energy within your familiar to enable it to convey your spells. When you use your Witch's Brew feature, instead of making an elixir you can store your spells into your familiar. The familiar can cast the spells as an action. If a spell has a range of self, the familiar can cast it on a creature other than itself that it can touch. The spells are lost if the familiar dies. #### Skinchanger At 18th level, your ability to merge with your familiar has changed your own physiology. Choose one option from the following effects whenever you complete a short or long rest: * ***Amphibious.*** You can breathe normally in air and water, and have a swim speed equal to your walking speed. * ***Enhanced Senses.*** You gain blindsight out to 60 feet, and advantage on Wisdom (Perception) checks. * ***Flight.*** As a bonus action, you can manifest wings and gain a fly speed of 30 feet. You may dismiss these wings as a bonus action. \pagebreakNum ## Appendix A: Spell List ##### Notes: -
Witch
: Found in Appendix B
##### Cantrips (0 Level) - Acid Splash - Blind Spot
Witch
- Chill Touch - Create Bonfire
XGE
- Dancing Lights - Fire Bolt - Friends - Frostbite - Gust
XGE
- Infestation
XGE
- Light - Mage Hand - Magic Stone
XGE
- Mending - Message - Mind Sliver
TCE
- Minor Illusion - Poison Spray - Prestidigitation - Primal Savagery
XGE
- Ray of Frost - Shape Water
XGE
- Toll the Dead ##### 1st Level - Absorb Elements
XGE
- Armor of Agathys - Arms of Hadar - Bane - Burning Hands - Cause Fear
XGE
- Charm Person - Chromatic Orb - Color Spray - Comprehend Languages - Create or Destroy Water - Cure Wounds - Detect Evil and Good - Detect Magic - Detect Poison and Disease - Disguise Self - Dissonant Whispers - Faerie Fire - False Life - Feather Fall - Find Familiar - Fog Cloud - Hellish Rebuke - Ice Knife
XGE
- Identify \columnbreak - Jump - Karali's Ward
Witch
- Longstrider - Mage Armor - Protection from Evil and Good - Peacebond
Witch
- Ray of Sickness - Silent Image - Sleep - Snare
XGE
- Tasha's Caustic Brew
TCE
- Tasha’s Hideous Laughter - Unseen Servant - Witch Bolt ##### 2nd Level - Alter Self - Blindness/Deafness - Blur - Calm Emotions - Crown of Madness - Darkness - Darkvision - Detect Thoughts - Earthbind
XGE
- Enhance Ability - Enlarge/Reduce - Enthrall - Hold Person - Invisibility - Lesser Restoration - Levitate - Locate Object - Mark of the Leech
Hunter
- Mind Spike
XGE
- Mirror Image - Misty Step - Nystul's Magic Aura - Phantasmal Force - Protection from Poison - Ray of Enfeeblement - See Invisibility - Shadow Blade
XGE
- Silence - Skywrite
XGE
- Spider Climb - Suggestion - Summon Beast
TCE
- Tasha's Mind Whip
TCE
- Web \columnbreak ##### 3rd Level - Animate Dead - Bestow Curse - Blink - Catnap
XGE
- Clairvoyance - Counterspell - Dispel Magic - Elemental Weapon - Enemies Abound
XGE
- Fear - Feign Death - Fly - Gaseous Form - Hunger of Hadar - Hypnotic Pattern - Karali's Boon
Witch
- Life Transference
XGE
- Magic Circle - Major Image - Nondetection - Protection from Energy - Remove Curse - Slow - Speak with Dead - Spirit Shroud
TCE
- Summon Fey
TCE
- Summon Lesser Demons
XGE
- Summon Shadowspawn
TCE
- Summon Undead
TCE
- Thunder Step
XGE
- Tiny Servant - Tongues - Vampiric Touch - Water Breathing - Witch's Broom
Witch
##### 4th Level - Arcane Eye - Banishment - Blight - Charm Monster
XGE
- Confusion - Conjure Minor Elementals - Control Water - Death Ward - Dimension Door - Elemental bane
XGE
- Evard’s Black Tentacles - Freedom of Movement - Greater Invisibility - Hallucinatory Terrain - Locate Creature - Phantasmal Killer - Polymorph - Shadow of Moil - Sickening Radiance
XGE
- Summon Greater Demon
XGE
- Summon Elemental
TCE
- Vitriolic Sphere
XGE
##### 5th Level - Animate Objects - Cloudkill - Conjure Elemental - Contact Other Plane - Contagion - Danse Macabre
XGE
- Dominate Person - Dream - Enervation
XGE
- Far Step
XGE
- Geas - Greater Restoration - Hold Monster - Infernal Calling
XGE
- Insect Plague - Mislead - Modify Memory - Negative Energy Flood
XGE
- Planar Binding - Scrying - Seeming - Skill Empowerment
XGE
- Synaptic Static
XGE
- Telekinesis
\pagebreakNum
##### 6th Level - Circle of Death - Conjure Fey - Create Undead - Disintegrate - Eyebite - Flesh to Stone - Harm - Investiture of Flame
XGE
- Investiture of Ice
XGE
- Investiture of Stone
XGE
- Investiture of Wind
XGE
- Mental Prison
XGE
- Programmed Illusion - Scatter
XGE
- Summon Fiend
TCE
- Soul Cage
XGE
- Tasha's Otherworldly Guise
TCE
- True Seeing - Wall of Ice - Withering Touch
Witch
##### 7th Level - Crown of Stars
XGE
- Etherealness - Finger of Death - Forcecage - Mirage Arcane - Plane Shift - Power Word Pain
XGE
- Reverse Gravity - Symbol - Teleport - Whirlwind
XGE
- Witch Hut
Witch
##### 8th Level - Abi-Dalzim's Horrid Wilting
XGE
- Antimagic Field - Antipathy/Sympathy - Control Weather - Dominate Monster - Feeblemind - Glibness - Maddening Darkness
XGE
- Mind Blank - Power Word Stun ##### 9th Level - Astral Projection - Foresight - Imprisonment - Mass Polymorph
XGE
- Power Word Kill - Psychic Scream
XGE
- Time Stop - True Polymorph
\pagebreakNum ## Appendix B: Spells #### Blind Spot *Enchantment cantrip. (Witch)* ___ - **Casting Time:** 1 action - **Range:** 120 feet - **Components:** S, M (an eyepatch) - **Duration:** Instantaneous ___ As an action, you erase your image from the mind of one creature you can see within range. The target must succeed on a Wisdom saving throw, or you are invisible to it until the end of your next turn. #### Cackle *Enchantment cantrip. (Witch)* ___ - **Casting Time:** 1 reaction, which you take when a creature you can see within range fails a skill check, an attack, or a saving throw - **Range:** 60 ft - **Components:** V - **Duration:** Instantaneous ___ You unleash a devastating cackle in response to the failure of a foe. The creature that failed must make a Wisdom saving throw, or take 1d4 psychic damage. This spells damage increases by 1d4 when you reach 5th level (2d4), 11th level (3d4), and 17th level (4d4). \columnbreak #### Find Greater Familiar *2nd level conjuration. (Hunter)* ___ - **Casting Time:** 10 minutes - **Range:** 30 feet - **Components:** V, S, M (50 gp worth of charcoal, incense, and herbs that must be consumed by fire in a brass brazier) - **Duration:** Instantaneous ___ You gain the service of a familiar, a spirit that takes an animal form you choose, of a beast with a challenge rating of 1/2 or lower. Appearing in an unoccupied space within range, the familiar has the statistics of the chosen form, though it is a celestial, fey, or fiend (your choice) instead of a beast. Your familiar acts independently of you, but it always obeys your commands. In combat, it rolls its own initiative and acts on its own turn. Your familiar can use your spell attack modifier in place of its own modifier for weapon attacks, and its natural weapons count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage. When it hits a creature with a weapon attack, it is considered as one of your own weapon attacks for the purposes of spells and effects such as Hunter's Mark. When the familiar drops to 0 hit points, it disappears, leaving behind no physical form. It reappears after you cast this spell again. While your familiar is within 100 feet of you, you can communicate with it telepathically. Additionally, as an action, you can see through your familiar's eyes and hear what it hears until the start of your next turn, gaining the benefits of any special senses that the familiar has. During this time, you are deaf and blind with regard to your own senses. As an action, you can temporarily dismiss your familiar. It disappears into a pocket dimension where it awaits your summons. Alternatively, you can dismiss it forever. As an action while it is temporarily dismissed, you can cause it to reappear in any unoccupied space within 30 feet of you. You can't have more than one familiar at a time. If you cast this spell (or the find familiar spell) while you already have a familiar, you instead cause it to adopt a new form. Choose one of the forms allowed by the spell. Your familiar transforms into the chosen creature. Finally, when you cast a spell with a range of touch, your familiar can deliver the spell as if it had cast the spell. Your familiar must be within 100 feet of you, and it must use its reaction to deliver the spell when you cast it. If the spell requires an attack roll, you use your attack modifier for the roll. ***At Higher Levels.*** When you cast this spell using certain higher-level spell slots, the challenge rating of the beast that you can choose increases: to a challenge rating of 1 or lower with a 3rd-level slot, a challenge rating of 2 or lower with a 4th-level slot, or a challenge rating of 3 or lower with a slot of 5th-level or higher. \pagebreakNum #### Karali's Boon *3rd level abjuration. (Bard, Cleric, Paladin, Witch)* ___ - **Casting Time:** 1 action - **Range:** Touch - **Components:** V, S, M (A rose petal) - **Duration:** Concentration, up to 1 minute ___ You touch a willing creature, infusing it with a minor boon. When you cast this spell, choose the nature of the boon from the following options: - Choose one ability score. Until this spell ends, the target has advantage on ability checks and saving throws made with that ability score. - Until this spell ends, the target's weapon attacks do an extra 1d6 radiant damage. - Choose one school of magic. Until the spell ends, the target is immune to spells from this school cast with a spell slot lower than 3rd. - Until this spell ends, the target gains 3d6 temporary hitpoints at the start of each of their turns. At the DM's option, you may choose an alternative boon effect, but it should be no more powerful than those described above. The DM has final say on such a boon's effect. ***At Higher Levels.*** If you cast this spell using a spell slot of 4th level or higher, the duration is concentration, up to 10 minutes. If you use a spell slot of 5th level or higher, the duration is concentration, up to 8 hours. If you use a spell slot of 7th level or higher, the duration is concentration, up to 24 hours. If you use a 9th level spell slot, the spell lasts until it is dispelled or cast by you again, and no longer requires concentration. #### Karali's Ward *1st level abjuration (Warlock, Witch)* ___ - **Casting Time:** 1 action - **Range:** Self - **Components:** S - **Duration:** 1 hour ___ You summon a spectral shield into the air, to protect yourself from harm. The shield has 3 layers. As a reaction when hit by a weapon or spell attack, you can reduce the amount of damage you take by a number of d6s equal to the amount of layers left on the shield. Each time you use this reaction, the number of layers is decreased by 1. The spell ends when there are no layers left. ***At Higher Levels.*** When you cast this spell with a 2nd level spell slot or higher, the number of layers increases by 1 for each slot level above 1st. \columnbreak #### Withering Touch *6th level necromancy (Witch)* ___ - **Casting Time:** 1 action - **Range:** Touch - **Components:** V, S, M (an hourglass) - **Duration:** Instantaneous ___ You touch a creature, and that creature must succeed on a Constitution saving throw. If it fails, the target take 6d8 necrotic damage, and is aged the same number of years, potentially causing the target to die of old age. Your age is reduced by half that amount, to a minimum of the adult age of your race. If it succeeds, the target takes half the damage, and is not aged, and your age is not reduced. ***At Higher Levels.*** When you cast this spell with a 7th level spell slot or higher, the damage increases by 1d8 for each slot level above 6th. #### Mark of the Leech *2nd level necromancy (Druid, Hunter, Witch)* ___ - **Casting Time:** 1 bonus action - **Range:** 90 feet - **Components:** V, S, M (a leech) - **Duration:** Concentration, up to 8 hours ___ You choose a creature you can see within range and mark it with draining energy. Until the spell ends, each time the target regains hit points, it takes necrotic damage equal to half the hit points it regained, and you gain temporary hit points equal to the necrotic damage taken and become aware of its location. If the target drops to 0 hit points before this spell ends, you can use a bonus action on a subsequent turn of yours to mark a new creature that you can see within the spell's range. #### Peacebond *1st level enchantment. (Bard, Cleric, Witch)* ___ - **Casting Time:** 1 action - **Range:** 60 feet - **Components:** S - **Duration:** Concentration, up to 1 minute ___ You bind a creature to stay their blade with a calming gesture. Up to three creatures in range of your choice must succeed on a Wisdom saving throw or be charmed. While charmed in his way the creatures are unable to draw or use a weapon or ammunition. At the end of each of its turns, a creature can repeat the saving throw, ending it on a success. ***At Higher Levels.*** When you cast this spell with a 2nd level spell slot or higher, you may target one additional creature for each slot level above 1st. \pagebreakNum #### Witch's Broom *3rd level transmutation (Witch)* ___ - **Casting Time:** 1 minute - **Range:** Touch - **Components:** V, S, M (A broomstick worth at least 2 cp) - **Duration:** 1 hour ___ You enchant an ordinary broomstick with a limited power of flight. For the next hour, it becomes an animated broom, with a flying (hover) speed of 30 feet. The broom can carry you while you ride it at this speed, so long as you are unencumbered. If the spell ends while you are riding the broom, you and the broom descend to the ground safely at a rate of 60 feet per round. If you cast this spell on a *broom of flying*, you double its speed for the duration. If you cast this spell on a nonmagical broom every day for a year and a day, it becomes a *broom of flying*. #### Witch Hut *7th level conjuration. (Witch)* ___ - **Casting Time:** 12 hours - **Range:** 30 feet - **Components:** V, S, M (A tiny silver replica of a hut worth 1000 GP, which the spell consumes) - **Duration:** Instantaneous ___ You summon one hut, 20 feet x 20 feet in dimensions, in a configuration of your choice in an unoccupied space within range. The hut has an AC of 15, 120 hitpoints, and blindsight out to 60 feet. The hut fits two Large creatures or eight Medium or smaller creatures inside. Creatures can still enter and exit the house normally while it is animated. As a bonus action, you can issue the hut one of the following commands: ***Dormant.*** The hut remains in place on the ground, and does not move. ***Guard.*** The hut lifts 20 feet off the ground, and remains in place, watching for threats using your perception modifier. If it detects a threat, the hut will telepathically alert you with an image of the threat. ***Hide.*** The hut and all creatures inside of it magically turn invisible, all of its entrances protected as if the *arcane lock* spell had been cast on them. ***Move.*** The hut lifts 5 feet off the ground, and can move up to 60 feet per round to a point of your choosing. As an action, you can temporarily dismiss the hut. It disappears into a demiplane where it awaits your summons. As an action while it is temporarily dismissed, you can cause it to reappear in any unoccupied space within 30 feet of you. The hut vanishes if reduced to 0 HP or if you cast this spell again. \pagebreakNum ## Appendix C: Miscellaneous #### Athame ***Witch Focus.*** An Athame is a jeweled dagger designed to channel the power of arcane spells. It shares the game statistics of a normal dagger, but costs 10 GP. A witch can use such an item as a spellcasting focus, as described in chapter 10. ### Avrae Automation The spells for the Witch class can be found on an [Avrae tome](https://avrae.io/homebrew/spells/5d7a7542c61cba0009a7f315). > ##### Multiclassing: > To qualify for a new class, you must meet the ability score prerequisites for both your current class and your new one. > > **Ability Score Minimum:** Intelligence 13 > > When you gain a level in a class other than your first, you gain only some of that class's starting proficiencies. > > **Armor:** Light > > **Tools:** Alchemist's Tools, Herbalism Kit
##### Art Credits: *Images have been lightly modified to better fit the document* - [Exellero](https://exellero.deviantart.com/) by Exellero - [The Ghost Thief](https://www.deviantart.com/kimsokol/art/The-Ghost-Thief-394534177) by kimsokol - [Forest](https://www.deviantart.com/yagaminoue/art/Forest-690646696) by yagamino - [Witch Doctor](https://www.deviantart.com/andantonius/art/Witch-Doctor-567546823) by Andantonius - [Medea](https://www.pinterest.com/pin/246149935858919025/) by RockNOats - [Black Bride](https://www.artstation.com/artwork/39gJg) by youngji lim - [Gypsy Seer](https://www.deviantart.com/seraph777/art/Gypsy-Seer-604519620) by Seraph777 - [Witch of the moon](https://www.deviantart.com/charllieearts/art/Witch-of-the-moon-510903094) by Charlieearts - [Witch Doctor](https://www.deviantart.com/sab-m/art/Witch-Doctor-298681729) by sab-m - [The Witch's House](https://www.deviantart.com/davidgalopim/art/The-Witch-s-House-689502197) by DavidGalopim
> ##### Special thanks to the following > - u/aeyana for balance and playtest feedback, and for the Hunter class spells. > - ladyinatower#8673 for a lot of the original flavor text and the idea for about half of the subclasses. > - My lovely wife, for playtesting and refinement of the subclasses \columnbreak
##### Changelog Release 2.0 (11/22/25): - Added Coven of the Athame. - Added Restorative Elixir to Coven of the Cauldron to enable better play with pseudo-vancian mechanics. - Swapped the names of Precognition and Fortune's Bend on Coven of Fortunes, and made the new Fortune's Bend able to be used Proficiency Bonus times per LR. - Added a line to Master of Fate on Coven of Fortunes to have a natural 1 regenerate uses of Fortune's Bend. - Reworked the entire subclass of Coven of the Medium to play more as a medium and less as a summoner. - Reworked the entire subclass of Coven of the Shaman to be more of a support class, previous features based around minor spirits to be included in a later release "Coven of the Witch Doctor". - Removed Blind Spot cantrip from Bard spell list. - Added Cackle cantrip. - Began a changelog.